How many Krark's does it take to screw a pod? |S1G7| KRARKASHIMA v KINNAN v TYMNA|KRAUM v ISHAI|VIAL thumbnail Blurred backdrop thumbnail
Things in the Ice profile icon

How many Krark's does it take to screw a pod? |S1G7| KRARKASHIMA v KINNAN v TYMNA|KRAUM v ISHAI|VIAL

Things in the Ice


Commanders featured in this Gameplay Reviewed & Verified

Decklists

Deck & Commander Strategies

  • Krark, the Thumbless Sakashima of a Thousand Faces

    Krark, the Thumbless / Sakashima of a Thousand Faces

    A manual storm deck aiming to generate value and storm count through repeated spell casts and copy effects, seeking to win through big storm turns and dice-related synergy.

  • Kinnan, Bonder Prodigy

    Kinnan, Bonder Prodigy

    An artifact and mana ramp-focused deck that accelerates into large mana pools using Kinnan's ability to generate extra mana from nonbasic lands, aiming to cast big spells and combo off.

  • Kraum, Ludevic's Opus Tymna the Weaver

    Tymna the Weaver / Kraum, Ludevic's Opus

    A tempo and card advantage deck leveraging Tymna's draw ability and Kraum's prowess for additional card draw and damage, combined with strong interaction to control the board.

  • Ishai, Ojutai Dragonspeaker Vial Smasher the Fierce

    Ishai, Ojutai Dragonspeaker / Vial Smasher the Fierce

    An aggressive damage-dealing deck focusing on commanders' combat damage triggers to deal incremental damage while applying pressure with creatures and spells.

Gameplay Insights

  • 1

    Seth's slow ramp with Krark/Sakashima put him behind early, highlighting the importance of fast mana acceleration in storm strategies to avoid early kill pressure.

  • 2

    John's use of Tymna to generate card advantage early allowed him to maintain control and apply pressure through card quality rather than raw mana.

  • 3

    Kyle's aggressive threat with an 11/11 flyer put the table under constant pressure, forcing opponents to react or risk losing quickly.

  • 4

    The presence of graveyard hate like Rest in Peace significantly disrupted decks relying on graveyard recursion and combos, shaping players' strategic decisions.

  • 5

    Players balanced casting spells that could be countered with the risk of enabling opponents to win faster, demonstrating tight resource and timing management.

Notable Cards

  • Rest in Peace

    Rest in Peace

  • Imperial Seal

    Imperial Seal

  • Gemstone Caverns

    Gemstone Caverns

  • Chromatic Lantern

    Chromatic Lantern

  • Tree of Tales

    Tree of Tales

Gameplay Summary

The game began with Seth on Krark, the Thumbless and Sakashima of a Thousand Faces trying to set up his manual storm deck, though his initial hand was a bit slow with only two lands and limited ramp.

Jeremy piloted Kinnan, Bonder Prodigy, focusing on artifact ramp and mana acceleration but had a slow start as well.

John played Tymna the Weaver paired with Kraum, Ludevic's Opus, aiming for a tempo and card advantage strategy with solid interaction.

Kyle ran Ishai, Ojutai Dragonspeaker with Vial Smasher the Fierce, providing an aggressive threat with added damage from his commanders.

Early turns saw some key ramp spells and interaction, including Soul Ring and various counterspells, with players carefully navigating the risk of early aggression and disruption. A major turning point was when John cast Tymna and began to generate card advantage, while the threat of an 11/11 flyer looming from Kyle put significant pressure on the table.

Seth struggled to ramp fast enough to stabilize before the aggressive damage output of Ishai and Vial Smasher could close the game out.

The presence of graveyard hate like Rest in Peace and interaction meant that graveyard-based combos were hindered.

Throughout the midgame, players balanced between developing their boards, countering key spells, and attempting to find their win conditions without overextending, resulting in a tense and strategic gameplay flow.

Watch on YouTube